Not right now. I'm trying to figure something else out (I'll post a thread about it), unrelated.Sure. But I can answer your questions here too, if you have any.
Not right now. I'm trying to figure something else out (I'll post a thread about it), unrelated.Sure. But I can answer your questions here too, if you have any.
Those are cloth genitals, not body geometry, which means ... a lot of things but one of them is they can't use the CC skin shader.Wait I I thought character creator had genitals?
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I plan on covering the whole Diffeomorphic workflow in my dev articles, but they're patron-only. (Although I have no doubt they may "fall off the back of a truck" and end up here anyway.)
Still, I pretty much invented geometry node geografts in Diffeomorphic, and much of what I came up with is publicly available anyway, so I could give you some help if you need it.
And teaching myself how geometry nodes work was still a better use of my time than trying to make convincing sex poses in Daz Studio.
Not sure where that large/smaller spaces dichotomy come from. Like yeah it's kinda easy to make large level with UE, but it will do smaller/interior ones just fine. That said, still, you will need an animation pipeline somewhere (if animations you need), you don't want to animate long sequences directly into UE. That's where things got way more sloppy, depending what kind of scope you have in mind imo. It's also involve a lot(!) more pre-production work than you daily Daz/Renpy routine. You need to make it worth it.The new unreal engine can be an alternative to DAZ. It contains about 16 000 free assets, it is convenient to adjust the light and work with materials. It is perfect for developers who like open and large spaces. DAZ developers are already transferring their models to Unreal Engine 5.
In none of those 16000 free assets, there is no pussy or dick.The new unreal engine can be an alternative to DAZ. It contains about 16 000 free assets, it is convenient to adjust the light and work with materials. It is perfect for developers who like open and large spaces. DAZ developers are already transferring their models to Unreal Engine 5.
With all due respect; a skin is not just an albedo/diffuse map and hit the render button.There is a bridge between Daz and Blender.
I created this character in DAZ with genesis 8.1 and brought it to Blender to apply the final touches (the render is done in Blender).
I have no_name on ignore for low effort shitposting but I can take a guess what they said.That was the result I wanted to achieve.
If you're looking for an ultra-realistic result you can't rely on the nodes that come with the Diffeomorphic addon. To get the same results as Iray and look the same as in DAZ you must use NVIDIA omniverse.
Again it's not against you, I just need to vent in the void a bit.That was the result I wanted to achieve.
If you're looking for an ultra-realistic result you can't rely on the nodes that come with the Diffeomorphic addon. To get the same results as Iray and look the same as in DAZ you must use NVIDIA omniverse.
Personally, I don't like the results of DAZ.
* Don't use denoise if it's a portrait.
I am also building my own PBR.